Game Development Reference
In-Depth Information
FIGURE 8.14 The inner mouth and eye are fine as they are.
Hair Division
The inside layers of Kila's hair were initially made from individual strips of polygons.
Therefore,thispartofthehairshouldretainitsbasicmapping—ifwetextureonestripwith
particular mapping coordinates, they will exist in the other strips.
Using this method will save texture space and, since the inner layers are not fully visible,
we should be able to get away with repeating the texture. If, on the other hand, the texture
looks obviously copied, we can apply a cylindrical map to the layers.
The outer layer of hair is a different story. No usable mapping exists on it because we have
drastically edited the topology. But we only need to do a couple of things to prepare the
hair.
1. The best approach for the outer hair is to first split the hair down the middle, as
shown in Figure 8.15 .
FIGURE 8.15 Split the hair into two halves.
2. Separate the inner polygons from both sides ( Figure 8.16 ) .
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